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Ran out of room in the review space...again.

For starters, on a game that has looping sound on the preloader, it's always a good idea to have a button that toggles mute (ESPECIALLY if it's a huge filesize, where the player will be subjected to it for a prolonged amount of time.) The music loop wasn't particularly annoying to me, but it's always a conscientious option, as there are some who would disagree.

One way around it, though, since you have our control options there, with our protagonist chasing an antagonist, is you could use the preloader space to provide us with an interactive warm-up of a minigame. But a mute button would be easier to program to accommodate the whiners. :P

The control scheme with the mouse takes a little getting used to. But once you learn to concentrate on the red line-of-sight, it gets a little easier. It's a recurring theme throughout the game where it's pivotal to your survival to know exactly where on the street your player is, and that's tricky to get a hang of since the camera is terminally side-scroller on a plane that contains depth. It would be merciful for us if the angle was viewed higher, looking down at the player...or if you REALLY wanted to be expiremental with flash, take from Einhander, an underrated Playstation 3D side scroller, and consistently switch up the perspectives, while never taking away from the fact that it's a side scroller.

The point of view makes it difficult to navigate with the mouse when the landmines came in. Instinctively, I wanted to switch play-styles without losing progress I've gained, so I seeked out the pause button for the menu. The "P" for pause was there, but it simply froze the game. It would be a great feature to have a menu where you could swap out play-styles without disrupting the whole game...like say you've tried keyboard and decided you wanted to give mouse a try.

It wasn't until the barrier section that I finally figured out that the health was indicated with the score, and similar to Da Pink Knight, also parallelled with what power ups you were granted. It's a good system that rewards the player with incentive to keep as shiny and untouched as possible, but it's not clearly established. Like even just an arrow that laid it straight for us at the very beginning WHILE we're getting used to the controls would've sufficed. "See this? This is your score. The more you got, the beefier you get. Don't let it drop to zero. Off you go." dusts off it's hands and let's you play the game.

*sigh*...I'm going to run out of review space...this review window's open WHILE I'm playing.

The music is actually pretty awesome. It gets you pumped, and it's remeniscent of arcade games, especially with the inclusion of dynamic sound effects that almost seem to be a part of the remix of the song you're listening to. Like the "Honk...Honnnk" going with the beat, and the whiplashes and shit. It only adds to the awesome. However, since it's ABSOLUTELY important to pay attention to where the red line-of-sight is, it keeps your eyes off of your character and the score-board more often than not. When you take damage, the little "Kzzzkkt" is barely audible when you take a hit. There were also missed opportunities for the jet-boost noise, and the gun SFX on the double-barrelled powerup don't match with the rate of fire...in other words; there are some SFX that are just right, but there are others that need to catch up to par with the appropriate ones.

Visually, I was taken off guard by the visuals. You had submitted 3D material as early as 2003, and it shows you've been pumping some polygonal iron. I was immediately reminded of Einhander, stated earlier, with the immersive bridge/tunnel thing the character had to pass through early on. While I already mentioned my beef with the fixed POV, the wall/barrier sequence was a little disorientating at first with the collision detection of the character. Sometimes it felt like a coin toss, and other times I accept responsiblity for being too slow to get to the weak-point. But everything looks great! I especially like the epic power-up vignettes.

Great Expirement! 5

MindChamber responds:

Thanks for the awesome review. This 3D rendered stuff is definitely something I've been holding near and dear to me for many years. its definitely a novel ideas thats became anitquited over the years. Back in 03 it seems so revolutionary, I had plans to do heroes of cybertron2, STagger, even wheelman. but as you can see they all fell by the waistside because I just couldnt find that balance between detail and filesize. In fact I never did, which is why all those projects were backburned. That is why i felt the need even finish one thing like this. The good news is Flash CAN do 3D and someday I will be able to use real 3D and not just prerended, and have a decent filesize to boot!. but yeah thanks for noticing..

I do agree with you there isnt enough info on how to play the game, I was much more thorough with Baron and to a degree pink knight. I just felt no matter how much material I put out, no one really reads it, and its imperative that the game is as intuitive as possible. And as you can see it isnt always easy. but I will keep trying harder to make the readability of the game from beginning to end.

I agree about the mute button AND the minigame. orginally the pixel art in the beginning was supposed to be an interactive tutorial, but this game had been delayed so many times, and schedules are so hectic that we just wanted it out by the time we saw the finish line.
not trying to make excuses, just saying you are right about that and we knew about it. :)

also yeah an isometic view of the game wouldve ruled!

thanks for the review

Interesting!

At first, I wasn't impressed by it in the slightest...another Lunar Lander rip, but with the fuel gauge taken out.

"Infinite Fuel?" I thought. "Well then there's no challenge! The angle is even fixed so you can't land sideways...this'll be a piece of cake!"

Then shit got really interesting. Rotating the planet instead of maneuvering the ship around the land and flipped landscapes. "Okay...it's a little more challenging, I'll admit...but still do-able!"

Then the lights went off. Then the ship began to malfunction...shit got creative!

I voted highly to praise the switch up in the gameplay that isn't typically associated with Lunar Lander. I can't vote highly, however, for the lack of sound, background music, and basic, BASIC visuals.

It needs a facelift and a soundtrack, but overall it's still fun to play. I stopped playing because I actually gotta jet at the moment, but I didn't get to even cover the later levels...if you were to do a sequel, however, come up with even crazier original gameplay elements, and expand on it so it has intense replay value.

amoebadan responds:

we are currently working on a sequel at the moment and looking at iphone app possibilities.

p.s. cows may be involved in the sequel

A Masterpiece!

This game is structured incredibly well for a flash platformer. It's got all the gears and glam of many successful side-scrollers with the added benefit of not being too scared to throw around "Zipperheads," "Chings" and of course... "Chongs."

We have a loveable, clumsy protagonist, who's clumsiness is directly proportionate to the player controlling it. So as the player becomes more skilled, the hero seems less pathetic. It's a brilliant, yet simple theme that I think many game-developers are missing out on, because it immerses the player in a way like they're growing with the character.

Gamers that start off on Easy aren't let go as such...instead of handing the entire game to them on a fluffy platter, you only have access to half of the stages. Once more, in order to achieve the all platinum medal on Easy is anything but; I've been trying to get ALL GOLD on the easy stages, and I've killed too much time doing so......so I started writing the review. :/

Once on Medium, the added challenge of collecting those...Tuna boxes makes ALL the difference in the world. Most of the time in areas where one slip up will buff so much time in completing the stage, you're almost guaranteed a Bronze unless you hit "Restart."

Which I have to add, hitting "R' for restarting the mission and "M" to access the menu at any time was a good call.

Hard is exactly what it is....no, not tangible, and NO, not arousing...but it is a BEAST to beat. Those medals are hard to reach, but well earned, because it's challenging as hell. I have yet to beat the first level on Hard, but that only ups the replay value of this game tremendously.

Speaking of replay value, try finding all the other Previous contestants, who are usually stowed well away from the rest of the obstacle course. There are even unlockable costumes you can don to remind you of how far you've come, and for the motivational gamer, how long you have yet to go.

I don't know how to explain the control....it's great. If you fuck up, you'll quickly realize it as your player shouts in protest tumbling down a flight of stairs or otherwise. So many things can go wrong that it truly IS a game of sheer skill. You time your jumps, and if you run at the wrong time, you WILL trip over your own feet like a putz...it makes you think, and there's a lot of trial-and-error to play into this, but I like it!

The only additions into the controls that I could suggest implementing is there were several occasions when I'm on higher ground, and it would've benefited me to look down without leaving where I was. Instinctively, I kneeled hoping some Sonic action would take place, where I hold "down" and the screen pans down for a little bit. One could argue that I should memorize the map, and continue going about that "trial-and-error" method, but it's a tiny chip in a great statue that I don't think is worth too much effort smoothing over.

But all in all, this is a medal rewarding game of epic proportions. It looks fantastic, sounds amazing, and feels great to play. The challenge in it will keep me replaying this thing over and over again until I finally got 100%...from what I've seen, this'll keep NG users entertained for a long...LONG assed-time.

Everyone involved did a tremendously awesome job. I was surprised to learn Tomamoto was the announcer, I wonder why he didn't receive collaboration credit?

I will vote 5 each time I try to rake in a new medal from this. You guys keep bumping up the standards for challenging and entertaining flash games on this site, so I'm going to do my part and enjoy them.

This game...

...is so cruel. I have never in my life played such an inhuman, cruel game.......

*long pause to sob*

...I started with the 10,000 clicks...by my 7,000th click, I was suspecting the repercussions of going through with this. Would I break the mouse on my Wacom? Would I suffer from painful carpal tunnel syndrome? No matter. I was overlapping the other two AI clickers by 1,000 clicks...I had to see it through.

I occupied my time by imagining what the world would be like in the year that I was clicking, as if going back in time. Would my Great, great, great, great grandchildren be alive in the year 2582? Probably not. But ONWARD I PRESSED!

I clicked all the way down until I had one click. I got up, took a piss, popped a Gaviscon for my heart-burn from lunch, and sat back down to click once, still far in the lead. As stupid as the challenge is, I was proud of myself. I had conquered it! I clicked once more to claim my prize.......only to do a 1,000 more clicks.

I was shocked. At first I thought I had to do 10,000 more clicks all over again, and that's when I would've said "FUCK THIS" and stormed off...but, I answered a call from a friend, and occupied my time talking to them while I finished off the remaining clicks. Once finished, carefully hitting tab to see WHAT I could click, and claimed the medal properly.

Then I realized you CAN choose your challenges by scrolling through them. I was an excellent typist in high school, so I figured I would try "The Pianist" next.

....When the German came, (I laughed out loud, and proclaimed "NO FUCKING WAY! Goddammit!") I quickly fell behind, and just clicked submit to see how many typo's I had......."FAIL?" It just tells me "FAIL?"

Wait....I had to have slipped up at least once in what I did submit. Is it suggesting that at the end of that unnecessarily long, multi-languaged Encyclopedia script that if I mess up one Goddamn time, I'm done for?

....Holy.......SHIT.

I tried others...holding down the K? I would have to call several people and strike up long conversations with them for that one.....or at least duct tape some sort of device to it, and turn my screen saver off while I went about doing something productive.

I laughed out loud when I tried the Prisoner of War one...the intense, SUPER FUCKING long clock....I surmise I would have to put that level on, and go about my day.....

"...But wait...." I thought. "....if the 10,000 clicks had some sort of trick at the end of it to frustrate you and prolong the act of achieving the medal....why wouldn't the others? There has to be a catch!"

The paranoia that swept over me as to what lies beyond the point of alleged "victory." Perhaps on the K, it would ask me to simply release the K and if I moved anything else, that was an entire hour wasted. Or what of the Prisoner of War? Anything could happen!

But what troubled me the most...was that 208......who in their right mind would sit through 3 DAYS of this? Holy fuck. I can't even begin to comprehend.

I have nothing but the highest gaming respect to anyone who has the patience to acquire these medals....and to that extreme, I pity their complete and utter absence of a social life.

Like.....holy shit....this really IS the cruelest game. It makes a user who's out for 100% completion try so hard, and put up with such bullshit, that by the end of it, once they have all the medals, they're forced to acknowledge how incredibly pointless it all was.

There's no money, there's no bragging rights. There is physically, literally, NO incentive to keep going other than to have a little 46x46 icon and measly, useless points to boast the internet chest, pound on it like a gorilla, and proclaim that "HE IS GOD.....of absolutely nothing."

I am now a broken man....BECAUSE of this game. It's existence, and it's difficulty have shattered my view on the medals system; some medals just aren't worth it.......

.....Or are they? I'm pretty sure I could beat that 208 one if I had it minimized while I animate or something. LAWL

Ha! Very fun!

One can never judge a book by it's cover...at first glance, it would seem to be a pretty short-lived run for a guy in pink pajamas sprinting down an open street picking off zombies behind him. But looks can most certainly be deceiving...

...This game kicked a flash-load of ass!

Our nameless, pink pajama clad hero is a totally hardcore, unrelenting Olympian track-star of a Mass Murder Machine. The constant state of motion puts forth a decent edge of tension that's backed by the much faster enemies. The name of the game is "Prioritize your targets."

I hovered between the middle and 3/4th's in through most of my gameplay, keeping an eye out for obstacles and explosives. (Those explosive barrels and ammo cache's were REALLY blessings in disguises, saving my ass on numerous occasions.)

Early in the game, it gets really rough when the crawl runners were introduced. The crowbar was pretty much useless to me, and tolerating the campaign with a pistol wore out it's welcome quickly. The sub-machine gun was a VAST improvement, but became quickly outdated with stronger zombies. The shotgun, naturally, had accuracy issues, and I found myself holding onto the Auto Rifle throughout the game until the Assault Rifle was unlocked. The flamethrower was a waste of time, in my opinion, and the Sniper Rifle was an incredibly effective secondary weapon, almost acting like a rail-gun. The bazooka was a tad underpowered, and the Chainsaw was an ideal secondary weapon for when you're primary has run out of ammo, and you need to get some distance for the reload with a quick swap. The laser was damned orgasmic. :D

I found myself often completely overlooking the pickups altogether, and focusing on the horde and everything else....if they actually DID affect the gameplay somehow, their effects weren't apparent to me.

The limited firing angle upped the challenge in a way, and made it absolutely necessary to maneuver...sometimes it got intense with the way I would have to weave in-between hordes on both sides, selectively firing immediate dangers to avoid taking damage, just for the sake of not getting overwhelmed. Though it doesn't make sense why he can't shoot downstage or upstage, it's not a necessary feature for THIS particular game. More on that in a bit.

The end-stage screen music was pretty cool; I liked it! But the utter lack of any other music was really a missed opportunity on your part. With different stages, I've always come to expect different stage music to accompany the new environment...anything from Metal, to Epic Chase music, Horror music, or even Queen's "Don't Stop Me Now" would've sufficed...but instead, we're treated to ambient zombie groans throughout the level's run.

Incredibly, for as often as it would have to be done, the machine-gun fire and bullet's ripping through flesh sound DIDN'T get annoying. The sound effects for the weapons and explosions were well balanced...but I DO have to complain about the single zombie noise...it lacks diversity....and the Game Over line "Just a Dream" could use some polishing with better quality recording. Still, it wasn't bad enough to deduct on my vote.

The medals were a brilliant add-on to add replay-value for the hardened flash gamer, but by the time I hit the refresh page to see what I've collected, I found it's actually rather easy to achieve most of them...except for 100% Headshots.....that's gotta be worth more than 25 points. lol

All-in-all, I had a blast with this run-in-gun...there were memorable moments of intensity that genuinely required skill to get through, and that's what makes it stand out for me. I gave it a 5!

SUGGESTIONS:
-Music diversity between different stages.
-Flamethrowers should gain distinction from the rest of the weapons by physically setting the zombies on fire and slowing them down to compensate for short range/low damage.
-More special zombies! (Like uncommon jumpers that are hard to shoot, or fat one's that come from stage-right, or even bosses, etc...)
-Diversity in zombie sounds (HIT ME UP, I would gladly do zombie overs for the collab credit!)

Jimp responds:

Brilliant review mate, thanks so much! Really means a lot when people take the time to write an in depth review, Im glad you liked the game!

The 100% headshots is actually pretty easy if you do it on the first level, just kill 1 zombie then dodge the rest :)

Original, but just too damn short.

Lemme start by saying I love retro games; I grew up on the 8-bit NES. On top of that, I love music and music based games. Naturally, I had to give this flash game a shot.

With a hefty, big scaled screen, and consistent graphics throughout, this game delivered in the visuals department! Even gave a good, clean, original introduction cutscene! Although I'll have to admit, it's a little confusing after the Wizard disappears...

Immediately I picked up on how being turned to glass would effect the gameplay...really, that's a clever way to explain WHY you would die by touching things like in games like Silver Surfer...HE wasn't made out of glass, and just a tap would knock his ass down. Why more games haven't touched on this premise? I dunno...

But I'm getting side-tracked; it was confusing in the beginning because our protagonist never talks, wasn't clearly seen, or established as being our hero. Since the Bully was more distinct looking among the fish with his hat, had speaking roles, and continued speaking after the Wizard, I was under the impression that we were supposed to be the asshole bully fish...Our protagonist is mute? I thought he was frozen solid for some reason...all of the other fish did...but it was a minor misunderstanding that was quickly corrected in the beginning of the first level. Just thought I should share my reaction to how the intro was set up.

The gameplay was incredibly unique...key events happening along the side-scroller to the music was a neat touch, and the mobile save points were also very interesting. The moment that first statue starting blowing up in tune with the music, I grinned widely and proclaimed how awesome this game was going to be...I literally had to stop, scroll down and five it right then because I was pleased with anticipation.

The level went on, and the structure of the game held up solidly by changing the pace with the haunted ship, following the asshole fish. Still grinning, I trudged on...facing minor difficulties with the shifting ghost-fish and bats...

...wait...Bats? I thought we were in Atlantis! This aren't Aquabats, are they?

...No...not THOSE Aquabats...

Then we got to the whales mouth, and I'm like...Ohh, this oughta be interesting! Anticipating that I was going to encounter the mid-point of the level...maybe face a sub-boss (tee-hee! "Sub" boss...they're underwater...). Little was I aware of my grim impending disappointment.

It's not to say that the level was designed badly...the first time I heard the song, I thought it was awesome! So awesome that I honestly wanted it to go on longer to see what it would develop into, so you can understand that I was a little bummed getting to the final boss so soon. But, it was no biggie.

Oh shit. I died. Good thing I left an egg right by that cannon!

Wait, what? I gotta do the whole level over? ...Well, okay...at least it's short. Go through it again...jamming out a little lighter. Bounce the fireballs back into the Wizard...FUCK. Got hit again...

It became incredibly annoying not being able to save yourself from getting around that level...the boss fight was premature in it's arrival in the game, and what I didn't get was why the whole premise was discarded for the boss-fight. When Mega Man plays through the game, he runs, slides, jumps, and shoots. When he fights bosses, he does the same thing. When Starfox plays through a game, he bombs, blasts, brakes, boosts, and barrel rolls...When there's a boss, it's the same thing. This little fish played through the game timing his movements to music, level after level...why was all of that changed for the boss-fight? We get traded out from the catchy soundtrack we've been hearing for an comparitively bland and boring boss-theme. Take after Dr. Wily and make the final boss music the best out of the whole game!

The final fight wouldn't be a problem if the fish weren't as sluggish in the movements, but it's just rubbing our faces in it when we have to drone through the level repeatedly. Finally I just got fed up with it, and wrote the review.

Great game, but needs a sequel

I had only a few minor problems with Accelerant...

The melee attacks on the ground are underpowered, in my opinion. More-over, it's just a one-two punch, and it seemed to pass-up a perfect opportunity for a combo system similar to that of NG Rumble.

I find myself dreading hand-to-hand combat in this game, so it really just becomes a game of finding and using your next gun as soon as possible...that would be fine, (especially since it's set up to send in a new disposable agent to supply another weapon) except it takes so long to do any damage with your bare fists alone...and unless you can get the guy that was initially carrying the gun out of the way, he's going to be a nuisance. That really becomes a problem when fighting the final boss.

Then you get the Chainsaw and I think to myself, "Oh, well this is a lot better than using my bare fists, and easier to manage than worrying about ammo running out!" Except, the moment you pick up a gun that's been dropped, regardless if it has a full-clip, or one shot left, you'll discard whatever you're carrying to pick up whatever's sitting there.

I'd propose a system, since no-ammo melee attacks are so underpowered, where you can use the empty gun that you're holding as a club. Bash the hell out of the enemies with the stock, Halo style, and when you're ready to switch out, you can discard the weapon with the press of a button....or even better, THROW the used weapon as a projectile, like in Madness Interactive!

It's just tedious punching the crap out of things...so as a shooting platform, it urges you to start shooting by having your character being incompetent at anything else. Hell, a block function would be nice for some of these brawls too, but you have to just kind of rely on the thought that you'll punch or jump kick them first...and with a single air-melee attack, that gets old pretty quick too.

Going back to the gun pick up system, why doesn't Hank want to keep an array of weapons anymore? I liked the system in Madness Interactive where you could keep two guns at a time...one armed, and the other holstered, or on your back...too many times have I found myself saying, "Man, I wish I could take them both." That would be ideal once I acquire the Chainsaw, then I just stash it while I use guns. Run out of ammo, then whip the Chainsaw out again...repeat the process over and over again...but maybe that would make it too easy...

There are a few things that would've made it easier, but were taken out that I don't really mind. Like I said, after you steal the weapons from the agents, they just become nuisances. I try to make every shot count, so, if possible, I try to get the boss to kill the goons for me. Like the giant shot-gun wielding monster...I say "Thanks!" every time he blasts one of the guys that are trying to punch me, but whenever I get up close with a flamethrower or something, he'll club the shit out of me with that giant shot gun of his...if I don't get away, it knocks me across the stage, but it seems to pass right through the goons.

Despite it all, though, it's an addictive Run N' Gun game...if it weren't for the three lives system, dying would have become incredibly annoying (because you're constantly taking hits when you're ganged. Block function!) I found myself grinning time to time with how the stages and events played out, and all-in-all, it's still a thoroughly entertaining flash game.

Even though there isn't a pause function, I enjoy the fact that it has proceed arrows to help provide a break between fights.

The music was intense, and appropriate for the environment Krinkles had maintained from the beginning with his Madness series. The sound effects were well-chosen too, so full score in the sound department.

The visuals were amazing! MindChamber truly is a beast...his interpretation of the Madness textures and environment really set a new standard each year for Madness Day!

Great job, you guys! Voted 5, of course.

Crazy Addicting!

Gonzossm seems to have risen to NG celebrity-ism in the past year, and his great, retro video game inspired, colorful art help this game greatly.

Even with the amazing artwork, with hilarious circumstances brought upon the turtle, and very funny traps in store for him, the music in the background is PERFECTLY epic.

The medal system keeps the replayability up too. It's a great timekiller, medals or not, but for the life of me, I can't seem to get the turtle incinerated in the sun! Where the hell is the sun!?

...Guess I better keep playing to find out. Once again, perfect time killer! Looks great, plays great, sounds great (although that "Shiryoken!" from the banana stands out in it's loudness).

No bugs on my end. Well programmed, too!

...Now if you'll excuse me...I have a sun to feed!

Addicting and stimulating!

ParagonX9 always does a good job giving us that warm, Newgroundsy feel of olde...years and years later, that song is still good, but I would have include an option for the player to choose between a variety of songs; it's strangely only a 1.5 MB game, so it couldn't take up THAT much extra room, could it?

I would also include a bonus for those who are accurate; if you hit, and hit, and hit, and hit, without missing, you can gain combos that intensify your score dramatically, or even unlock special, previously unobtainable perks...you could also see to Tom about implementing the achievement system in this game to unlocking achievements through NG accounts; some users like to collect those.

I quickly found myself opting for speed and rapid power favoring over a balanced health system...I stayed tiny, but when enemies started coming out in suffocating swarms, I quickly upgraded to rapid fire. When I blurred my vision, and kept everything peripheral, I could concentrate on the brighter shade of color as the enemy, and manuever in tight-patterns dodging enemies and blasting only what's nearby until they started to spread thin...I began dying rapidly around the color changing one's (white-to-purple-to-red each time you hit them) because that threw my strategy off.

...Oh, and that strategy also didn't work with the super-fast purple ones. :P

The strafing shooting enemies were interesting at first, but never presented a huge challenge. I kept glancing at my health to see if I were getting hit, and I don't think they landed a single shot on me after their first encounter. There needs to be more enemies with projecting attacks, or even proximity attacks to counter my close-up, or "chase-me" tactics.

The game is pleasing to the eye, and as distinct a noise the data collection "twang" was, it never got annoying for me. It all had a very good feel to it. Since this is an incredibly visual game, I would suggest enemies that could alter or play on that. One's that are two dimensional and seem to flip, to give the illusion that their visibility wanes off and on as they strobe their way towards the player...or flare orbs that emit and abundantly radiant light to cloak other enemies that could be hiding in the aura. Stuff like that wouldn't be too atrociously difficult to add, but could turn the tide of difficulty in the stage.

I think you're on the right track; I had fun playing this! Keep up the good work!

spectre1989 responds:

Thanks for such a detailed review, and I'm really glad you liked it. Those are some great ideas for possible sequels too, hopefully I can really play with the visual aspects next time :)

Truly AWESOME game!

I've been killing time with this thing for the past couple of hours, actually. It's addicting as hell, and the challenge is completely dependent on the individual's strategy.

There's a variety of maps, however, some tend to repeat more than others. What would truly be an excellent feature (if you'll ever do a sequel to this) is a map editor function.

I've yet to play Multiplayer and Hard is only difficult because that ONE extra person they get really makes all the difference.

Regardless, though, the gameplay is spectacular! The zany, white-collared environment somehow brings me back to the days of After Dark screensavers, although don't ask me why...maybe it's the satire of the office environment.

Either way, I fell in love with this game. It's something I'm sure many a co-workers have dreamed playing out in their cubicles, and each different personality is perfectly balanced from each other.

I would change nothing about this game except for a wider variety of maps. (Maybe, MAYBE more power-ups) ...and now that I think of it, a little personalization couldn't hurt too...like, you could choose if you were from Gray Solutions, or Beige Dynamics...or Maroon Enterprises, or Some-Other-Boring-Color Conglomerate...y'know? Not just Gray every time.

It's addictive, fun gameplay as well as a great chance at exercising spontaneous strategical skills, The whacky animations and sound effects help it along as well.

All-in-all, this was a really well-made game, and I'd love to play more things like this; a beefy sequel would be welcomed with loving arms from many of us!

And hey! From Adult-Swim, no less!

Keep up the great work!

-This is Phobotech!-
I've done animatics for Cyanide & Happiness, Purgatony, and WWE Storytime! I'm also a voice actor that's performed roles in One Piece, Gundam: Witch from Mercury, & Smite!
Check out my sci-fi novel, Umbra's Legion on Amazon Kindle!

Geoff Galneda @Galneda

Age 37, Male

Voice Actor/Animator

Collin College

Denver, CO

Joined on 9/22/03

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